Like stats, skills cost character points and the higher the skill, the more it costs. This represents the amount of time dedicated to mastering that talent. The cost of a skill depends on its rating. The total cost is how many character points that skill rating costs you. The exp cost is how many experience points are required to improve by a level.
|Skill Rating||Total Cost||Cost per rating||Experience Cost|
I want Kat to have Stealth +5 (as she is to be a cat burglar). That will cost 7 CP. Kat's player must earn 70 EXP to increase the skill up to +8.
Some skills are just harder to learn than others - there's more theory or they deal with concepts that most people struggle to come to terms with. These skills have bracketted letter after them - e.g.: Law (A) or Pilot Spaceplane (B) - and require more experience points to advance.
Each increment of the alphabet means that the skill's experience point requirement is said to be that of the skill level higher. A normal skill at rating +2 would require 20 EXP to advance to +3. However, Law +2 - which is code (A) will require 30 EXP as the EXP requirement is considered to be of the skill level above it (namely level +3).
Code (B) Skills have EXP requirements of two skill levels higher than they actually are. So, Spaceplace Tech (B) at +4 doesn't require 40 EXP, it needs 60 EXP to move to rating +5!
This is covered in much greater detail under game mechanics. However, put simply a skill test is made against a total of your character's skill, the relative skill base and a ten sided die. Note that you can have a skill of +0. That shows that you are not a total notice, but neither do you have any expertise. It's entirely pot luck if you manage to do anything worthwhile.
You compare this total to a task rating determined by the referee. Easy rolls require a total over 10; average rolls over 15; difficult rolls over 20 and so on.